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Balance in HotA.

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#51
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NIK, with all due respect to what you're doing, you can't remove one bug and leave another: I'm talking about the inability of a two-hex unit to step back one cell.
Well, there are still plenty of bugs in the game. This one doesn't seem to be the highest priority. If Sava gets around to it, he'll fix it. But how is it related to tactical deployment? Why suddenly can't one be fixed without the other?
Which game? SoD is already unrecognizable in HotA (to each their own degree).
Well, it's a real shame if you feel that way.
The fact that Haste and Slow are level 1, while things like Quicksand, Minefields, Elemental Protections, and Sorrows are levels 2-4 — now that is 100% trash.
That the usefulness of a spell at expert level is weakly linked to its guild level? I don't see any particular "trash" there. Level isn't strictly tied to frequency or ease of acquisition. Considering how half the gameplay was built around this, it's too late to change it fundamentally now.
And in general, instead of chasing some abstract classicism, I would prefer a clearer and more understandable logical approach to changes.
Unfortunately, that is simply impossible for now. No one has been able to logically define the atmosphere of Heroes yet, so everything rests on the personal opinions of the team members. Fortunately, these opinions align quite well on most atmospheric questions.
And then, damn it, to an innocent suggestion about the logical possibility of removing a skill from the Witch and the Scholar, you get — no, that's not classic, not atmospheric...
Well, it happens. The team's ideas of these concepts are generally similar, but they don't overlap 100%. Nevertheless, they are valuable and in many cases work in the right direction.
market of time, a classic object intended by the developers themselves
Only the graphics were intended. The properties are unknown and were created by the VoG team independently